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pl_cliffside_v1

A Map for Team Fortress 2

One stage payload map with 2 capture points

Pl_Cliffside

A Map by SwatMat --- Some have waited a long time for this map. Finally I got my lazy ass back into mapping and finished this map. --- It's a payload map with 2 capture points and the final point where the cart falls throught the building. (Yes, no explosion (because it's (impossible?) way too hard to make good looking explosion with the building)) --- Big thanks to Fearlezz for making the cart path! --- If this gets on your server, please tell me about it! (remember to give me the IP) --- Good luck and have fun in this map :) --- Special thanks to: f1shface UKCS-Alias outrageousmayo for bug testing!

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  • CaffeinePowered avatar
    CaffeinePowered Joined 13y ago
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    2,594 points Ranked 20,457th
    12y
    Pros: Very well detailed, great lighting, interesting loop-layout Cons: A few optimization issues. Its also way too easy to defend, in a play test we couldn't even get the first point on any of the rounds we played. This was mainly from Red being able to easily flank blue from where the end point is and since the map is very tight its really easy to control with spam. Improvements: outside of red spawn, make the pathways conditional based on what capture points blue owns. This could help keep red from setting up behind blue, I don't know how easy it would be to open the map up more and make everything slightly larger, but as it stands even with those improvements I don't think it will be playable on larger servers, maybe 7v7 or so at the most, otherwise it gets too spammy. Notes: Nice work
    mmm....coffee
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  • CaffeinePowered avatar
    CaffeinePowered Joined 13y ago
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    2,594 points Ranked 20,457th
    12y
    Bleh - double post on accident
    mmm....coffee
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  • AI|Chicky avatar
    AI|Chicky Joined 17y ago
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    37,209 points Ranked 120th
    12y
    Played your map tonight with a full server (24 players). It was well received minus a few little things. There were several complaints of low fps (even I noticed and I almost never get less than 50fps and usually stay between 80 and 100). So there might be some optimization you need to look into. Also, there was some confusion with the stairs blending into the walls (maybe make the stairs - the tops - a different color?). Plus once everyone figured out the map, getting it past the 2nd point was darn near impossible. Think it had something to do with all the red guys spawning there and the sniper windows that overlook it make it easy targets for soldiers and snipers.
    www.clan-ai.com avatar
    Mantra
    www.clan-ai.com
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  • AI|Chicky avatar
    AI|Chicky Joined 17y ago
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    37,209 points Ranked 120th
    12y
    Pros: Map looks really good. Cons: It's very small. One good sentry in the middle can cover most of the map. :o Improvements: Stretch it out!!!! You've got way too much of this map bunched up on top of each other. The current design will be attractive to goldrush lovers but not so much for badwater lovers. There's a few lighting issues here and there. Some places are darker than they should be while other places are light where they shouldn't be. Sometimes the cart isn't solid. There were several times the car actually went right through me. I've never had this happen on any other pl map, but I'm guessing it's not good. I couldn't move while the car was passing through - not sure if I can be killed or not. Either way, that's something you probably want to fix by the next version. Notes: I'll give the map a try on my server. My regulars LOVE pl maps. If I have more helpful feedback, I'll be back. ;)
    www.clan-ai.com avatar
    Mantra
    www.clan-ai.com
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  • flubber avatar
    flubber Joined 13y ago
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    12y
    Nice design, but the red spawn in front of the second CP it's ridiculous. We Played it for 6 rounds and no one could finish the map (even move the cart from CP2.
    Bananite
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  • outrageousmayo avatar
    outrageousmayo Joined 13y ago
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    581 points Ranked 46,149th
    12y
    Im glad you finally finished it. I agree that it is quite small (for 32 players, that is) but otherwise its excellent. Great improvement making the final tunnel wider, you couldnt get around the cart last version!
    It rubs the lotion on its skin avatar
    Mantra
    It rubs the lotion on its skin
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  • SGT_kick_ur_ass avatar
    SGT_kick_ur_ass Joined 16y ago
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    5,007 points Ranked 1,509th
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    12y
    Feedback: Pros: It's a great-looking map, that's for sure, very detailed, and the FPS still manages to stay quite high with all the details. Gameplay can be quite fun, but only when there aren't too many people. Cons: It looks like you made this map to support 32 players. No offense or anything, but I really hope i never see that many players in this map at the same time, simply because.. it's really small. There are a lot of details within this map, but there just isn't enough room for players to move around comfortably. I wouldn't have minded it if there was at least one outdoor area that was large enough for a full-fledged battle to occur. Your capture points are too close together. Try removing one of them, and just move the other one to the middle so that the cart has to travel some sort of distance to reach it, because right now, the cart can reach the checkpoints in just a few seconds if there's a good defense, and that makes the round go by quite fast. Improvements: Read the Cons. Consider adding another 1-2 sections to the map. Notes: I understand it's still V1, so I'm really hoping you take some of my suggestions into consideration for the next version. Either way, I will still be running this on my server 24/7 for some time just so people get a chance to play it. Also, you can easily create the end explosion with some prop_dynamic entities.
    Turbosmooth dat shit. avatar
    Mantra
    Turbosmooth dat shit.
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  • SwatMat avatar
    SwatMat Joined 14y ago
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    12y
    Posted by Sarkdog Pros: It is very nice, Nice texture uses, good enviroment. Good lights! Cons: It's a bit small and the red's base shouldn't be put far from the Last checkpoint. Red should defend it and it's hard to defend if you're not close to the last checkpoint. And it could be a bit to hard for blue because the second checkpoint is just next to the Red base. Improvements: See for cons Notes: Beside the cons, Very nice map!
    I made it so the cap2 is the most important cap in the map. If blu can capture it, it becomes harder and harder for red team to defend :) EDIT: Also the building at middle is pretty important for red to defend. There's not much windows from shoot in so your pretty safe in there, but you can place sentries so they can defend the last and second cap pretty easily.
    OMFG = Old Men Flashing Genita avatar
    Mantra
    OMFG = Old Men Flashing Genita
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  • Sarkdog avatar
    Sarkdog Joined 13y ago
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    8,719 points Ranked 803rd
    12y
    Pros: It is very nice, Nice texture uses, good enviroment. Good lights! Cons: It's a bit small and the red's base shouldn't be put far from the Last checkpoint. Red should defend it and it's hard to defend if you're not close to the last checkpoint. And it could be a bit to hard for blue because the second checkpoint is just next to the Red base. Improvements: See for cons Notes: Beside the cons, Very nice map!
    IMA FIRE FLAME SPITTA
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  • SwatMat avatar
    SwatMat Joined 14y ago
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    12y
    Posted by SGT_kick_ur_ass I've uploaded this to My Server. I will test it and assess it when I get a chance. I can probably keep the map running 24/7 for a couple of days so that others can try it. Just one thing I noticed from the 5th screenshot: The track looks odd just being so close to the wall, bring it more to the center for the next beta.
    Thanks for that! :D And yeah, I'll be making updated versions when I find more stuff to be changed, so I'll move the track for the next version :)
    OMFG = Old Men Flashing Genita avatar
    Mantra
    OMFG = Old Men Flashing Genita
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Key Authors
swatmat
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fearlezz
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SwatMat avatar
SwatMat Joined 14y ago
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SwatMat
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Development Info

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Hammer

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Details

Version
1.0

Attributes

Miscellaneous
Players
32
Development State
Final/Stable

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